Tip: If you give a Muncher tile custom graphics, it will still act like a coin when a silver P-switch is active, whether it looks like a coin or not. So make sure to use ExAnimation if there's a silver P-switch in the area.
After the critically acclaimed  butt.smc, a sequel was made.
This time however, following the recent trends, this is not a joke hack but a kaizo-light game. Feature things commonly see in kaizo-light games such as vanilla aesthetic and unoriginal name containing the word Super and World.
Despite the name this is a legit kaizo hack. The levels features various gimmicks and well crafted level design. Maybe. Jump, die a lot and enjoy yourself.
I had a lot of fun (and agony) playing this hack. Unfortunately I'm choosing to reject it because some of the content within the hack viewable in Lunar Magic. It should be pretty obvious what I'm talking about. Derogatory comments towards the player should be avoided.
As for the levels themselves, most were good with just a couple instances of things I didn't enjoy.
The Mario Experienc:
Cutoff at the end of secret exit? Joke?
DEX > STR:
Pretty confusing section here . I'm not sure what the hole is for since I couldn't make the next jump without P-speed.
Night of Spikes:
Falling through the two spikey bois was pretty trial and error heavy and felt janky. This section is following a couple tough sections that were hard to get through, making this feel extremely unfair. The troll at the end seemed easy enough to pass though.
Super Drama World:
Layer 2 levels always feel a lot longer than they actually are. This one wasn't any different. Pretty long after learning every single timing jump in the level.
Kaizo... WITH WIND!:
One of the bigger offenders in the hack. Always try to avoid waiting at the start of a level, you have to do it every time and it gets old really fast. 2nd room was awesome, I liked the slow p-speed gimmick.
3rd room... The part where you fall through the 2 wide tunnel with the wind changing is insanely hard, and you have to work your way there every attempt. Luckily there was some cheese where you could despawn the disco and avoid that section.
My main problem with this level was that playing this on the SNES D-pad is pretty brutal since you get a lot of accidental UP inputs instantly killing you. The pace was good in this level and the 1-up checkpoint was awesome. Unless you can find a way to make kaizooie a little easier to control the only complaint I have is the ending drop. Its extremely tight (a little easier holding B) but still pretty hard.
Super Skyzo 2010:
Really weird level for a kaizo hack, the beginning was really empty and confusing, followed by a couple p speed blind jumps.
2nd half was cool, I think the platform you are trying to land on after the double pokey should be moved down one to account for jump height variation.
Another pretty long one, some of the blind jumps near the end are pretty brutal. (Where you drop with the fire onto the noteblock with cape)
Up and Down in my B:
Another long level. Even keeping a decent pace I found myself pressured by time a lot. The thwomps at the end are pretty easy with practice but are very brutal playing from the beginning every time.
Closer to Heaven: This jump is way too tight to be at the end of a level IMO. I had multiple instances where I would spawn platforms differently making the cycles impossible unless I waited 4-5 cycles.
I didn't really enjoy having to find the last secret exit inside a "yellow" level. I basically had to use LM to find it. I think if you are going to do that you should at least have some kind of hint.
That being said. Removing the excessive stuff out of LM would be enough for me to accept, but it would be nice if you would consider some of these comments.